Where Every Millisecond Counts: Optimizing Godot for Low-Spec Devices
Clay John, Pablo Selener, David Snopek
Low-spec targets like mobile and standalone VR leave little room for waste. This session covers two things: the engine-level optimizations W4 Games contributed upstream that make all Godot games faster, and the techniques developers can apply in their own projects without modifying Godot's source. Much of this work was originally funded by commercial engagements and is now upstream for everyone.